def __init__(self, mapName, mazeData=MazeData.mazeData, cellWidth=MazeData.CELL_WIDTH): model = loader.loadModel(mapName) mData = mazeData[mapName] self.treasurePosList = mData['treasurePosList'] self.numTreasures = len(self.treasurePosList) MazeBase.__init__(self, model, mData, cellWidth)
def __init__(self, model, data, cellWidth): MazeBase.__init__(self, model, data, cellWidth) self._initWaterCoolers() self.elevatorPos = self.maze.find('**/elevator_loc').getPos(render) self.exitPos = self.maze.find('**/exit_loc').getPos(render) self.maze.flattenStrong() self._clearColor = VBase4(base.win.getClearColor()) self._clearColor.setW(1.0) base.win.setClearColor(VBase4(0.0, 0.0, 0.0, 1.0))
def destroy(self): for waterCooler in self._waterCoolers: waterCooler.destroy() del self._waterCoolers self._waterCoolerRoot.removeNode() del self._waterCoolerRoot base.win.setClearColor(self._clearColor) del self._clearColor MazeBase.destroy(self)
def __init__(self, model, data, cellWidth): MazeBase.__init__(self, model, data, cellWidth) self._initWaterCoolers() self.elevatorPos = self.maze.find('**/elevator_loc').getPos(render) self.exitPos = self.maze.find('**/exit_loc').getPos(render) self.maze.flattenStrong() self._clearColor = VBase4(base.win.getClearColor()) self._clearColor.setW(1.0) base.win.setClearColor(VBase4(0.0, 0.0, 0.0, 1.0)) if __debug__ and base.config.GetBool('cogdomaze-dev', False): self._initCollisionVisuals()
def __init__(self, model, data, cellWidth): MazeBase.__init__(self, model, data, cellWidth) self._initWaterCoolers() self.elevatorPos = self.maze.find('**/elevator_loc').getPos(render) self.exitPos = self.maze.find('**/exit_loc').getPos(render) self.maze.flattenStrong() self._clearColor = VBase4(base.win.getClearColor()) self._clearColor.setW(1.0) base.win.setClearColor(VBase4(0.0, 0.0, 0.0, 1.0)) if 0 and base.config.GetBool('cogdomaze-dev', False): self._initCollisionVisuals()
def destroy(self): for waterCooler in self._waterCoolers: waterCooler.destroy() del self._waterCoolers self._waterCoolerRoot.removeNode() del self._waterCoolerRoot base.win.setClearColor(self._clearColor) del self._clearColor MazeBase.destroy(self) if __debug__ and hasattr(self, '_cubes'): self.ignoreAll() self._cubes.removeNode() del self._cubes
def destroy(self): for waterCooler in self._waterCoolers: waterCooler.destroy() del self._waterCoolers self._waterCoolerRoot.removeNode() del self._waterCoolerRoot base.win.setClearColor(self._clearColor) del self._clearColor MazeBase.destroy(self) if 0 and hasattr(self, '_cubes'): self.ignoreAll() self._cubes.removeNode() del self._cubes
def offstage(self): self._waterCoolerRoot.stash() MazeBase.offstage(self)
def onstage(self): MazeBase.onstage(self) self._waterCoolerRoot.unstash()